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by Didik Wijaya
This tutorial needs you to understand basic use of 3dsmax.
All modeling process has been described in Part 1 (creating tsuba), Part 2 (modeling a blade), and Part 3 (modeling a handgrip). This tutorial will explain about texturing process. Here we go.
1. First, we try to texture a handgrip. You will need these bitmap file, download here. Open Material Editor. Click to open Maps rollout. Click None button right next to Diffuse Color. In Material / Map Browser window, make sure Browse From: New is selected. Click Bitmap twice. Use the file you have downloaded earlier (handgrip_color.jpg). Click Go To Parent button to go back to the Maps rollout. Repeat the same process to apply handgrip_bump.jpg in Bump channel. Increase Bump value if you want. When finished, click Go To Parent button until you go back to Maps rollout. In viewport, select handgrip object (smaller cylinder), and click Assign Material to Selection to apply this material. Activate Show Map in Viewport.

2. You may notice the texture position is not quiet right. We will fix this. In Modify tab, apply UVW Map modifier. Choose Cylindrical for Mapping type. In Modifier stack, click plus sign (+) on left of UVW Map. Gizmo row will appear. Select Gizmo row. In Top viewport, Gizmo is represented as yellow circle. Rotate this Gizmo until your handgrip is textured in the right way.

3. For other object, open Material Editor. Select unused material slot. Click Get Material button. In Material / Map Browser window choose Browse From: Mtl Library. You can apply any texture you want. For example, I use Metal Dark Gold for tsuba, blade base and handgrip base. For blade object, I use Metal Chrome.

4. Image below shows rendered Katana.

Download this Katana model here
Creating Japanese Sword Katana Part 1 | Part 2 | Part 3 | Part 4
Any question or comments regarding this tutorial should be sent to:
Didik Wijaya, email:
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